Seething Song
Pay three, get five: a net two red toward a single explosive turn. Rituals like this break the symmetry of the curve, trading a steady drip of lands for a one-time burst large enough to deploy something out of sequence. The two-mana profit only matters when it feeds a sink that costs more than the chain producing it: a lethal Fireball, an out-of-tempo dragon, a storm count that closes the game on the spot. That conditional is also the failure state. Cast without a payoff waiting, it accelerates you toward an empty hand and nothing else, which is why its value tracks the engine it serves rather than any fixed rate. The instant timing is the wrinkle that set it apart from sorcery-speed accelerants: it can hold the burst until an opponent's turn, ambush a counterspell window, or wait for exactly the right moment on the stack. Most red ritual effects never bothered granting that flexibility, and it kept this one a quiet fixture of combo and big-mana shells for years after this kind of effect first appeared. Its power is entirely a function of what it points at, and entirely absent when it points at nothing.

Rules text
Format Status
More formatsFewer formats
Other printings
- The List#C21-179
- Secret Lair Drop#7051
- Commander 2021#179
- The List#DDG-70
- Duel Decks: Knights vs. Dragons#70
- Archenemy#46
- World Championship Decks 2004#mb104sb
- World Championship Decks 2004#ap104sb









